Create a Third Rune Slot for Base Stats!

DaCurtis·7/16/2018, 4:09:59 PM·239 votes·25,540 views

Hey all, I think we all agree that the new Runes Reforged system seriously limited our creativity for base stats. By removing the old system, we could no longer have flexibility with defensive runes and offensive runes like AD/AP/MR/ARMOR. I believe Riot acknowledged this by having Iron Skin and Mirror Shell in the resolve tree, but alas, they're now gone.

I think the main problem with the current Rune Reforged system is - A) The lack of variety of base stats. (Currently the system only offers AD/AP/AS and Health) B) The restriction towards whatever two trees you pick. (Say you want Domination + Sorcery. What if you're an attack speed reliant champion? Too bad, you're locked in with AD/AP only - You SHOULD be able to choose Riot.)

Which leads me to my proposed solution that would in my opinion solve all of these problems, Introduce a 3rd Rune Slot https://imgur.com/Sn96SRi

There is so many creative directions Riot could take with this. You could have 3 columns like -

> AD • AP • AS >MR • HP • Armor > AD • AP • AS

Column 3 being more powerful than Column 1. Think of it like the quintessences of the old system. So you could have -

> 22 AP (7 + 15) > or > 7 AP + 13%AS

Anyway, I hope Riot will take some sort of direction with base stats next preseason, whatever it may be, and give more power back to the player.

P.S. If you like the idea, give it a +1 vote. It took a couple hours to create a visual representation of the 3rd rune page, so it would be appreciated!

102 Comments

rtbf2079868037/16/2018, 10:27:59 PM13 votes

Honestly this is the first time I've seen a post asking for changes that I want AND is totally reasonable. Who could possibly be opposed to this?

SwiftKitten887/16/2018, 4:41:56 PM13 votes

this is actually a good idea... like a brilliant idea, wow.. i dont say that very often on the forums

it finally give us back customization, as opposed to required choices that we need for our champ because they are the only remotely viable options.

DuskDaUmbreon7/16/2018, 4:43:28 PM11 votes

I think putting in a lot of stat totals isn't a good idea.

Maybe some base defensive stats, or utility stats, but I'd stay away from crit, AS, AD, AP, armor/magic pen, and CDR.

DaCurtis7/16/2018, 4:32:12 PM8 votes

Even though I didn't add it to the image, I would love the idea of a utility slot as well. Bring back the old runes of -

Health Regeneration Movement Speed Cooldown Reduction <<< That's a big one.

GigglesO7/16/2018, 11:26:22 PM8 votes

How about just a pick two? Each one having equal gold value?

Armor MR AD AP AS Health

Hello how r u7/16/2018, 4:32:32 PM5 votes

O wow did you draw that? Btw I definitely agree with you.

ModCaptainMårvelous7/16/2018, 7:53:45 PM5 votes

If you're really going to do this, I suggest hybrid at best.

So something like (numbers aren't correct don't focus on them)

Column 1: 5 AD, 5 AP or 3 Adaptive

Column 2: 100 HP, 10 armor, 10 MR

Column 3: +10% AS, +5 Armor/MR, +50 HP

Critmaster Garen7/16/2018, 4:36:26 PM4 votes

ive been saying this since they put stats on pathes.

but just like with the current pathes, it should just be two slots for two stat bonuses, and you should be able to take the same stat twice for an extra increase. (like currently taking sorcery + dom or any path with inspiration)

the stats should be

  • attack speed
  • ad/ap
  • health
  • 5 movespeed
  • 5% cdr
  • 10% critical strike chance at 10 minutes (or 4 takedowns like chrysalis)
  • flat mana
  • 5% omnivamp
Anatera7/17/2018, 5:57:38 AM3 votes

You know this won't happen right? It's just another iteration of the old system and if they introduce something like this, they'll essentially be admitting that Runes Reforged was a mistake. And they can't have people thinking they make mistakes.

RookPusher7/16/2018, 7:48:44 PM3 votes

I'm on board with the utility thing. I can imagine weird situations where it winds up broken, but if for example I'm using a tank, I'd love to get more CDR earlier. Sometimes I'm buying item 3110 and item 3025 just to hit 40%, and those have to be items 5 and 6.

Duskz1017/16/2018, 10:56:15 PM2 votes

Adding a rune that gives more AD or AP will only escalate the "crisis" that the boards are aflame with - level 2 all-ins and how effective they are. I have no idea how this post is getting so many points, sounds like a conspiracy to inflate ideas to me.

Netorare7/16/2018, 6:19:59 PM2 votes

Plot twist the 3rd one will be bugged like the 2nd...

Raven Redeemed7/16/2018, 7:51:56 PM2 votes

While I would love to get some flat resistances back into the early game, I don't think this is the way to do it. Here's my take:

Flat stats are boring and thus is boring to spend time on them. Flat stats don't really change how you play the game so people would always pick the best stats, it wouldn't feel like a tactical choice but one of necessity. Flat resistances in particular would be an obvious "counter your enemies damage type."

These were all reasons (and good ones imo) the old runes and masteries got replaced.

Hyquiem7/16/2018, 8:21:43 PM2 votes

PLSS PSLSLSAISJSŚ YES PLS MAKE THIS Game FUKING BALANCED PLS, ADD THIS,

Beacon Academy7/16/2018, 9:13:37 PM2 votes

AD, AP, Health Spell Vamp/Life Steal, Health Regen, Mana Regen Movement Speed, Attack Speed, Cooldown Armor, Magic Resistance, Mana

i.e

Mage with AP, Vamp or Mana Regen, MS or CD, Mana ADC with AD, Life Steal, AS, Armor Tanks with Health, Health Regen, MS or CD, Armor or MR

etc etc

Although personally I would like a nerf to the actual runes in terms of damage though if we got these stat runes

japhib7/16/2018, 10:22:11 PM2 votes

Cool, very creative!

BEK Makadur7/16/2018, 11:14:01 PM2 votes

Great Idea.

ƒrostγ7/16/2018, 11:15:42 PM2 votes

This makes sense, have my upvote sir ;)

Swiff Swish7/17/2018, 5:12:34 PM2 votes

I want to them to bring back spell vamp and actually make it have a purpose ya know.

Flawless Fetus7/17/2018, 7:55:05 PM2 votes

They won't do this. The "unspoken" point of runes reforged was to remove "base stat diversity".

JoeAnarchy9/29/2018, 6:05:49 PM2 votes

haha a few months later, this is exactly what they did.. nice..

Keevalroy7/17/2018, 1:48:08 AM2 votes

I mean, it's a decent idea, but it doesn't change the power creeping keystones have done. I'll still argue they should revert back to Season 5's runes and masteries to help bring the creep and snowballing under control.

WøOxer7/17/2018, 5:06:15 AM2 votes

Yeah give more damage, good idea, so we can finally one shot each other at lvl 2.

PopcornBunni7/17/2018, 5:08:17 AM2 votes

Might be better to have them sorted like the old system, with 4 options in each slot --

Physical 8 AD / 10 Armor / 11% AS / 1 Armor per level

Magic 10 AP / 12 MR / 10% CDR / 1.5 MR per level

"Aptitude" 80 Health / 10 Lethality / 1 M.Pen per level / 10 Health per level

This creates some rock-paper-scissors dynamics where early resistances beat out the early offensive stats, but lose out later if the opponent takes the appropriate scaling stats. Particularly, fighters have an interesting choice between early AD and scaling resistances depending on what they think their opponent will take. By chunking the stats into whole amounts separated from each other, it allows for the kind of dynamic pre-game decision making of the previous rune system without the micro-tuning of it.

Though with a CDR slot Transcendence would probably need weakened a little since it would be easy to max it early. Maybe 1.5 adaptive force (1.5 AP, 0.9 AD) down from 2 AF. With 30 excess CDR from other sources, they would even out at 60 AF, at 40% excess, it would drop from 80 AF to 75, and at 50% from 100 to 90, so the overall power of that rune wouldn't be too drastically impacted. As it stands, it's an incredibly weak rune early even with a CDR max rush, so the 15/10/5 extra AF in the early phases of a Transcendence build would hopefully not be too impactful.

Meme God Shrek7/17/2018, 5:20:13 AM2 votes

I personally don't see the point of this. Being able to adjust your base stats a bit does very little to actually affect the game later on, and no doubt there will be "meta" rune paths for every champion which your team will flame you for not following. At least with the current runes there are different play style with your runes.

For example, look at Ryze. He can take Arcane Comet for increased poke/AoE damage or Phase Rush for improved mobility, and that's only the keystones. In the secondary path he can also take inspiration for things like Cosmic Insight along with Transcendence in Sorcery to maximize combo potential. Another potential option would be Precision, taking Presence of Mind to allow more ult uses and Cut Down to deal with tanks, or Coup de Grace to make the last Overload in his combo hurt even more and hopefully close out a kill.

Then there's the new rune path you suggested, which would slightly increase base stats... real exciting new play styles could be created from that, I'm sure, like adding armor or mr in top so you can ignore a bit more poke. Oh wait, Second Wind already counters poke... yeah, I really don't think base stat runes would add anything.

Hay5eed7/17/2018, 5:31:37 AM2 votes

Lets make this a homage to the old rune system though. Instead of 3 columns, have 4, each named: Marks Seals Glyphs Quintessences

Marks: Attack Speed, Attack Damage, Lethality, Magic Penetration Seals: Health, Armor, Magic Resist Glyphs: Ability Power, Mana Regen, Cooldown Reduction

Quintessences: Ability Power, Attack Damage, Health

Quintessences was the only rune slot that had some really unique stuff in it. In there you could get movespeed, gold generation, time off of respawn timers, etc. I wanted to preserve that uniqueness but I think that keystone rune kinda fills that gap. Instead I think giving a fat stack of the three core stats is a good idea. This lets a player double down on a stat would be good on their champion, effectively use hybrid builds, or grab a stat that might help them in a matchup (like health when you are counter picked).

GreenLore7/17/2018, 11:22:49 AM2 votes

Honestly I am against adding pure stats to the rune system.

I have to admit that in the old system I barely felt the stat changes. Sure I know they were there and that they were helpful for me,but it never felt that impactful to me and I'm pretty sure a lot of players feel the same way.

I'd rather have them add some more options to the keystones to let you take some minor defense options even in the offense oriented runes.

Also it would complicate making rune pages even more,players who don't own a lot of them,basically have to adjust their pages already on the fly during champion select,adding even more options would make it even more troublesome.

rtbf2256182417/16/2018, 10:41:35 PM1 votes

Honestly, i don't want to misevaluate my opponents' strengths and weaknesses every game just cuz i didn't check everyone's runes early on and died while committing to diving a full defense Ashe or something. The values would be insignificant if they were balanced well.

SnugglePuggle9410/5/2018, 2:40:43 PM1 votes

I just wish they would revert this stupid Runes Reforged system anyway. The game didn't need it.

Forhonor3217/16/2018, 5:59:05 PM1 votes

I feel like this could be a good BUT I also have my doubts and issues. For one, in the exchange for giving players more customizability, you're also giving them slightly more power outside of just stats.

An example I could think of is maybe trying Aatrox with Resolve as primary, taking Precision for tenacity and low health damage and then dipping into Domination for healing. While it would make my custom idea of a raid boss kit for him, it does feel like it gives a bit much.

I'm still all for it, but I would say it would have to be handled carefully.